Age | Commit message (Collapse) | Author |
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Extending on b68222e4e75d6cbe23c533f140733248df046c7e to ensure that it still
has the exact same behaviour as the previous code, as discussed with @hpvb.
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Audio Recording from godot
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Expose PhysicsDirectBodyState.get_contact_impulse
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Implements an Audio bus effect that outputs the audio from the bus into a wav file
Now channels audio recording into an AudioStreamSample instead of saving to wav
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Fix various missing arguments in bindings.
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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sync rasterizers with engine
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Ensured consistency between RigidBody, PhysicsDirectBodyState, PhysicsServers and their 2D counterparts
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respective 2D counterparts to be more consistent and to include more useful methods.
RigidBody:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
RigidBody2D:
- Added add_central_force
- Added add_torque
- Added apply_central_impulse
- Added apply_torque_impulse
PhysicsDirectBodyState:
- Added apply_central_impulse
Physics2DDirectBodyState:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
- Added apply_impulse
- Added apply_torque_impulse
PhysicsServer:
- Added body_add_force
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
Physics2DServer:
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
- Added body_apply_torque_impulse
Also fixed some small bugs along the way
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Soft body
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- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
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#20126
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Physics material
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-Add extra flag optimize=[size,speed] to be able to prioritize size
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-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
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Added Performance.AUDIO_OUTPUT_LATENCY
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Fixed shader parsing error log
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-Added support for snapping in KinematicBody2D
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Fixed completion error log thrown on "no auto-completion found" for typings with no completion.
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Temporary fix to issue #19628 and #19207
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Cylinder resource and collision shape (bullet only)
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When the viewport's size.y becomes lower than 2, the storage->frame.current_rt->effects.mip_maps[0].sizes Vector during rendering becomes empty, resulting in crashes in at least GLES3. This is a temporary fix to stop rendering a viewport when its size is below 2 rather than below 1.
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Add render mode to ensure correct normals when using non-uniform scaling
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exists, that it's renormalized after resize.
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maybe pass two bools? (containers and/or resources)
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Remove audio latency print
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only called once for stereo rendering
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The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time
This fix lets the rasterizers get the frame delta through the draw call
That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine.
Remove unused rasterizer storage variable
frame.prev_tick variable were not used anywhere and has been removed
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Fixed 2D intersect_shape limiting broadphase results
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PhysicsServer and Physics2DServer
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Workaround for clang 6.0.0 / Xcode 9.3 release (-O3) build bug.
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